Mario 64

Anyone else find this game kind of unnerving? It's just open, empty 3D spaces

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When I was a kid, definitely. The eel level was spooky as fuck.

Yes it'S a bit unnerving for me too.

Just so abstract and nonsensical in some parts.

>tfw games will never be abstract like this again

BUT FIRST

>It's just open, empty 3D spaces
>implying modern games aren't exactly the same

>somehow this pool in the blue nothing is connected to a submarine dock

You need to shut the fuck up

skuttlebug

It's not just empty space.
It's some freakish empty space

Glover was more creepy.

There is always this wired feeling when you manage to look what's behind the camera in videogames, it's not even only a 3d game thing
It's creepy because everything is scripted in some way and now you are aware of the invisible hand putting things in order and making things happen
In a way you are not completely alone in the game

To be a little more specific I find it creepy how most of the areas in early 3D games are right next to each other. In OoT and MM for instance, all the underground grottos are on the same map. The idea of all of them being right next to each other, despite being so far away on the overworld, gives me the creeps.

And that "hidden interiors universe" in san andreas...the fact that all the interiors are just really close in the sky

Why did Bowser even have a submarine? He never used it.

It's definitely freaky.
I think the part that weirded me out the most was Peach's Castle. There's just so little in it relative to its size. A handful of toads, a rabbit, and a courtyard filled with Boos. It feels lonely.

entire bowser from the dark world stage, from above

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lol the fuck is he wearing?

I swear, there was something nightmarish about it all. Wonderful level design, I hope to see that in Mario Odyssey, which Miyamoto himself says is the successor of sm64

Real life is open world 3d spaces.

Tomb raider is the worst for eerie unnerving atmosphere. Lots of unintentional visual, aural and design elements coalesce into something horrifying. I could never deal with those games as a kid and used to just explore the mansion.

But hey, that's just a theory.

Openness unnerves me, especially open water. It can even be something as harmless as Wind Waker, but I get near the edge of the map and become uncomfortable. Then there's fucking Xenoblade X; flying and open water... and many of these locations might have a random super powerful enemy pop up. Nope. Nope. Nope.

Glover was supposed to be creepy. That red nightmare fog that blankets the world is lifted as you clear levels.

I get the sense with Glover that people heard it was creepy, booted it up, went "yep" and never actually played it.

>That one cloud level where if you fall off you end up outside the castle in the lake

AAAAAAAA GAMEEEEEE THTHEORYR HYUCK CYUCJHCKCHK

That fucking hole scared me when I was kid. I hate replaying the game because I have to play that stage again

glover is A-S-T-H-E-T-I-C
especially those levels with water and columns everywhere

Why must we jump into paintings?
Are they portals? Gateways? Interactibe Creations from Bowser?

>Quake and SM64 both released in the same week
>Both had the best weird, abstract, and creepy level design

I understand what you mean OP. There's something magical about the old games like this (although I played them when they were new).
Maybe they're more prone to errors or inaccuracies and that's what makes them eery.

Why was that hole so damn creepy? It was helpful.

>tfw qpu misaligned

Yeah, there's something horribly wrong about it. Not sure why though

How about abstract creature designs?

why is 64 ds so shit?

It's great because you can play as Luigi, get fucked.

Well to be fair it was also way, way more difficult than it had any right to be.

See, it was just really fuckin weird, like being on an acid trip.

Graphics aside, blocking progress so that you have to go change character is unforgivable to me. Also I like the caps.
>hey Wario is fucking useless, should we get rid of him?
>nah just put blocks only he can break.

Autism!

You don't understand it because you're underage, though.

The bad graphics are actually one of the reasons it has this effect, it allows your creativity to go wild.

FFXV is literally just a realistic, generic desert.

Terrible controls.

How do you become such a Sup Forums stereotype?

>sm64 thread
>no "henry"

come on guys

youtube.com/watch?v=APo7805Yzhk&index=15&list=FLEajxYt8jXP7o5fqQoZlPmw

>this fucked up sound

No, thanks. Hope whoever made this video dies.

Why don't indie devs create games with N64/PS1 graphics? Imagine the horror potential.

We became too atuned to modern graphics I fear.

To be fair that freakish scream when you lose the ball was probably enough for any kid to nope out.

This. It's like a book vs movie. Book, you had your own vision, movie, yells and tells you everything.

>blocking progress so that you have to go change character is unforgivable to me
I mean, you can beat the game (not with 150 stars, but you know what I mean) with just Mario and Yoshi. I know because it's the way I beat the game as a kid since I never knew how to unlock Luigi and Wario.

>We became too atuned to modern graphics I fear.
Which is why 95% of indie games have graphics like an NES game, right?

Falling off Whomps Fortress used to scare me a bit.

They exist, you just gotta look hard for them sometimes.

youtube.com/watch?v=aonyJ-rnXpo

I do have a soft spot for low poly models
Hopefully it'll happen eventually

i find it really comfy actually

Well look at that. THanks man.

Maybe it's better that way but I've never played Mario 64 just to beat it.

There is coming a shift in indie dev where lowpoly will be the new retro hotness after all this pixelated shit. Tons of indies only do pixels because they can't do anything else. Great artists (like Owlboys) obviously would stick to pixels, but hopefully lowpoly catches on, as it is the logical next step in the retro celebration

Fuck, that game seems great.

It's great and even better, its free

>8 way movement in a game about movement freedom
>Shittier camera
>A game supposed to be a homage is changed in far too many conceivable ways
>Visual style shift
>You're heavily encouraged to shift through characters to complete the game

Low poly stuff with high res textures is my fetish

Just imagine playing stuff with these in 4K 144Hz with no problems. But no, AAA devs make some extremely detailed models even though it's not needed.

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It's best not to think about how legit Video game buildings are, especially the ones that make one building the focus of the game.

Take the Spencer Mansion from Resident Evil. The thing is absolutely huge, but filled with very little and despite the many many rooms is actually terrible as a residential. The main mansion has like 3 bedrooms, all far away from each other and ONE bathroom. ONE. Its not for living, its a fucking museum.

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>Wet Dry World? More like Super Easy World

(OP)
This is exactly how I feel about RDR. Pretty but miles and miles of utter nothing.

The hole sucks you in as you get closer to it, and there's an "event horizon" where it's impossible to escape and you can only delay the inevitable. Like an actual black hole.

Of course it's fucking scary.

This is exactly why Demon's Souls is much more atmospheric for me than Dark Souls 3. Deliberately leaving out details fires up your imagination, this is taught in every art class.
I'm sure they didn't intend for this effect when developing Demon's, but it was indeed the end result. I'm sure they would've bombarded the levels with shit if they could, they were just limited.

DaS3 actually made me a bit dizzy when playing it before I got used to it, my eyes didn't know where to look because the game is so fucking cluttered.

And yes OP, I agree. Mario 64 is pretty damn creepy.

>Low poly/high res

don't know why it isn't done more, it looks good and isn't hardware intensive

>It was helpful.
What? How?

I felt the opposite. I think DSIII is fucking beautiful with its realized detail. Except for the crab area that's just kind of whatever.

Did you play Sonic games on the genesis? Even now I find it very scary to fall down and the way the camera moves until you die when you touch the void. Even water levels had this I think.

Alos going really high altitude in PS1 Ace Combat and low when you're about to crash. In both games there's a creepy acceleration before you die.

You should play Subnautica (or maybe not). I'm exactly like you, fear of open water. This fucking game is worse than any horror game I've ever played, I've never been so afraid playing a video game. But it's really satisfying to conquer that feeling too, that's why I like it (it's a fun game as well)

Actually, it's done literally all the time by every competent developer. You just don't notice it because it does its job correctly. You'd be shocked to see how few polygons are actually used in most games today.

Fucking hell, they totally ruined the art design.

that makes no sense with all the retro indieshit that's out

Literally the first thing the game tells you is that bowser used magic to hide stars in the painted worlds

i have a feeling low poly will be the next popular thing in indies, low poly is already starting to get insanely popular in 3d modeling communities (blender and such)
there's also that roguelikelite on ps4 (i think) that's low poly

thanks dude, looks great

>You just don't notice it because it does its job correctly.

I agree that it is a beautiful game in some areas, I just prefer less cluttered design.

wow can't believe i didn't notice that, i just played that game too
got more examples?

>Thta fucking background

>game simulates PS1 jitter

GOTY

Can we stop with the (Q)PU shit? It's not funny anymore.
Some faggot at AGDQ was trying to joke about that in the TAS block and it was painful.

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He said competent developer

Not in this level, I always thought it was beautiful

looks like a fucking afghan village or something (the bg)
>jitter
you mean that "morphing" effect that graphics had on ps1? didn't know it had a name

then why do games have such high requirements

>that kid
fucking hell that's creepy
did they just shrink an adults head?

It's a picture of Siwa Oasis.

and why the FUCK is doom '16 like 100 GBs
why don't devs compress anymore

cool, had no idea it was

The Graphics are just window dressing, the meat of the code does things like control the AI, track the placement of objects, figures out what's in motion at any one time, determine the position in the story and the upcoming triggers etc.
Look at Superhot, very simplistic graphics but a very complex set of code making everything work properly and seamlessly.

remember when this piece of shit got praise left and right by the game press for a month and then people got a chance to play it and it got roasted so hard by youtubers that they had to lower the score?

You and me both. I've never understood the extreme love that RDR gets. I mean, it's a good game, but it ain't THAT good.

Heard it under a few different names, 'polygonal jitter' being one of them. There's a thread on /3/ about trying to emulate the effect in modern software. Worth a read.